Supersoldiers looks nice.
Ninja still too static, it is unique unit, which can attack or investigate city from aboard the ship,
I was thinking about something like
or
https://sociorocketnewsen.files.wordpre ... =640&h=450
your cannon is very similar to Bombard:
- I think I can it just rename to Bombard, because current image is ugly downscaled 3d model prtscrn.
Difference between bombard and cannon are huge, like between artillery turret and howitzer - first one fire straight but can't move by own, second one have indirect plunging fire (bombardment action) and have wheels thus have (limited) mobility.
So I need cannon with more steep angle of the barrel, and with better visible wheels.
[2.6] Augmented ruleset modpack
Re: [2.6] Augmented ruleset modpack
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
Ok, shuffled the pixel around...Ninja still too static
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- Ninja4.png (1.77 KiB) Viewed 26195 times
Re: [2.6] Augmented ruleset modpack
Perfect now
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
I noticed following message (probably during/after closing client window, because it was visible on terminal console):
Any idea what can be the cause?
Code: Select all
(freeciv-gtk3:7807): Gdk-CRITICAL **: gdk_window_move_resize_internal: assertion 'GDK_IS_WINDOW (window)' failed
2: in request_transport() [transportdlg.c::104]: Loading tileset "augmentedis".
1: in request_transport() [transportdlg.c::104]: assertion 'unit_list_get(potential_transports, 0) == best_transport' failed.
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
I created Longturn branch for this project:
https://github.com/Wahazar/augmented2/tree/longturn
https://github.com/Wahazar/augmented2/tree/longturn
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
Would it be possible to implement castles? Basically a fortification where you could also produce units, upgrade your troops and that in turn costs you maintenance. Im pretty sure I could provide graphics...
Re: [2.6] Augmented ruleset modpack
I think castles aren't possible in Freeciv. You can produce units only in cities. Cities don't have flags, so there's no way to recognize some city is an castle or normal city. Cities have workers (but if somebody will implement city flags, you can set tile_workable effect to 0, if castle is set; other effect like decreasing food production will be also possible).
But maybe...
1. Add some building, like castle, normal city
2. Make above buildings initial for each city
3. Disallow of production anything, when both building are build (by reducing shield production of 100%)
4. Make each production related to one of this building (castle, normal city)
But maybe...
1. Add some building, like castle, normal city
2. Make above buildings initial for each city
3. Disallow of production anything, when both building are build (by reducing shield production of 100%)
4. Make each production related to one of this building (castle, normal city)
Re: [2.6] Augmented ruleset modpack
A castle is basically a small city.
--
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
* Freeciv LongTurn, a community of one-turn-per-day players and developers
* LongTurn Blog - information nexus with stuff and stuff and stuff
* Longturn Discord server; real-time chatting, discussing, quarrelling, trolling, gaslighting...
Re: [2.6] Augmented ruleset modpack
Well, it is doable as an improvement, which add size limit effect.
Such castle can give high defense against attacks and infiltration, and additional veteran level, but limit city size beyond 2.
I already have such effect implemented for City Walls, but of course for much higher value
(48 if I remember correctly, more expensive bunkers have no limits).
Such castle can give high defense against attacks and infiltration, and additional veteran level, but limit city size beyond 2.
I already have such effect implemented for City Walls, but of course for much higher value
(48 if I remember correctly, more expensive bunkers have no limits).
Augmented2 ruleset/modpack for freeciv2.6: http://forum.freeciv.org/f/viewtopic.php?f=11&t=91047
Re: [2.6] Augmented ruleset modpack
Want a more amplio looking brig? Its not swimming diagonally though...
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- Brig4.png (3.01 KiB) Viewed 26007 times